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  1. Problems on ObjectMeshCluster and Shader

    In order to access each mesh of in the ObjectMeshCluster, we are marking each mesh in the cluster with an ID. And the ID is passed into the shader by buffer or texture. In the shader, we use IN_INSTANCE to find the corresponding ID. But in the practice, we found the ID is changed by the visible count of the mesh. How can we get the right ID like using s_clutter_cluster_instances in the shader?
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